Note: This document is written one year ago and is not 100% up to date. A modified (and more technical) version was presented at GDC 2014 by Romain Sididris and it is the main technique used in Modern Combat 5. For those of you with GDC Vault access the presentation is here .
At the time it was I think the only game that used SSAO on a tablet or phone.Read More

I usually don’t write about something else than photography, but this time I feel is somehow my duty. As you know I work in the gaming industry. As an industry, it has little margin for something that is unsure to sell, something experimental, something more art oriented rather than existing bad recipes. So basically “the industry” only manufactures the same existing games over and over, with the same compromises made for accessibility and mass-market, the same action packed brainless, soulless, kitschy pieces of shit. Of course there are exceptions even in the high budget area with some developers taking huge risks to push onto the market games that have potential not to sell. Sometimes they make it, most of the time they don’t. And it’s a real pity since gaming platforms have the potential to push art to a new evolutionary step through interactivity, where the viewer becomes a part of the art piece. And that can be the one and only final step in modern arts, it cannot go beyond total immersion, it can only evolve around this idea along with technological evolution.